Combat Docrines, Ideal Mission Commander, Ideal Mission Commander, Objective Sec ured (Troops) No Force Org Slot Chapter Tactics Imperial Fists Bolter Drill, Centurion Warsuits, Siege Masters HQ [140pts] Captain [140pts] And They Shall Know No Fear, Independent Character Captain [140pts] Chapter Tactics Terminator Armour [50pts] Lightning Claw [10pts], Power Fist [10pts] Bulky, Deep Strike, Relentless, Shred, Specialist Weapon, Unwieldy Name Unit Type WS BS S T W I A Ld Save Ref Captain Infantry (Character) 6 5 4 4 3 5 3 10 2+/4++ Codex: Space Marines Name Description Ref Iron Halo An iron halo confers a 4+ Invulnerable Save. Codex: Space Marines Terminator Armour Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable save. Furthermo re, models in Terminator Armour have the Bulky, Deep Strike, and Relentless spec ial rules, and may not make Sweeping Advances. Codex: Space Marines Name Range Strength AP Type Ref Lightning Claw - User 3 Melee, Shred, Specialist Weapon BRB Power Fist - x2 2 Melee, Specialist Weapon, Unwieldy BRB Elites [470pts] Dreadnoughts [125pts] Dreadnought [125pts] Assault Cannon [10pts], Twin-Linked Autocannon [15pts] Chapter Tactics, Rending, Twin-Linked Name WS BS S Front Side Rear I A HP Type Ref Dreadnought 4 4 6 12 12 10 4 4 3 Vehicle (Walker) Codex: Space Marines Name Description Ref Searchlight Night fighting only. It can illuminate a target it has fired at. Illuminates its elf in the process (illuminated units lose Night Fighting benefits) BRB Smoke Launchers Once per game, instead of shooting or flat out movements/running, the vehicle ca n activate smoke launchers. May not fire its weapons that turn but recieves a 5+ cover save until next player turn. Unaffected by weapon destroyed, crew shaken and crew stunned results. BRB Name Range Strength AP Type Ref Assault Cannon 24" 6 4 Heavy 4, Rending BRB Autocannon 48" 7 4 Heavy 2 , Twin-Linked Dreadnoughts [115pts] Dreadnought [115pts] Heavy Bolter - Twin Linked [5pts], Powerfist w/ Built-in Heavy Flamer [10pts] Chapter Tactics, Specialist Weapon, Unwieldy Name WS BS S Front Side Rear I A HP Type Ref Dreadnought 4 4 6 12 12 10 4 4 3 Vehicle (Walker) Codex: Space Marines Name Description Ref Searchlight Night fighting only. It can illuminate a target it has fired at. Illuminates its elf in the process (illuminated units lose Night Fighting benefits) BRB Smoke Launchers Once per game, instead of shooting or flat out movements/running, the vehicle ca n activate smoke launchers. May not fire its weapons that turn but recieves a 5+ cover save until next player turn. Unaffected by weapon destroyed, crew shaken and crew stunned results. BRB Name Range Strength AP Type Ref Heavy Bolter 36" 5 4 Heavy 3 BRB Heavy Flamer Template 5 4 Assault 1 BRB Power Fist - x2 2 Melee, Specialist Weapon, Unwieldy BRB Terminator Squad [230pts] Sergeant [35pts] And They Shall Know No Fear, Bulky, Chapter Tactics, Combat Squads, Deep Strike, Relentless Terminator [35pts] Power Fist Specialist Weapon, Unwieldy Terminator [35pts] Power Fist Specialist Weapon, Unwieldy Terminator [35pts] Power Fist Specialist Weapon, Unwieldy Terminator [35pts] Power Fist Specialist Weapon, Unwieldy Terminator (Heavy Weapon) [55pts] Assault Cannon [20pts], Power Fist Rending, Specialist Weapon, Unwieldy Name Unit Type WS BS S T W I A Ld Save Ref Terminator Infantry 4 4 4 4 1 4 2 9 2+/5++ Codex; Space Marines Terminator Sergeant Infantry (Character) 4 4 4 4 1 4 2 9 2+/5++ Codex: Space Marines Name Description Ref Terminator Armour Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable save. Furthermo re, models in Terminator Armour have the Bulky, Deep Strike, and Relentless spec ial rules, and may not make Sweeping Advances. Codex: Space Marines Name Range Strength AP Type Ref Assault Cannon 24" 6 4 Heavy 4, Rending BRB Power Fist - x2 2 Melee, Specialist Weapon, Unwieldy BRB Power Sword - User 3 Melee BRB Storm Bolter 24" 4 5 Assault 2 BRB Troops [288pts] Tactical Squad [144pts] And They Shall Know No Fear, Chapter Tactics, Combat Squads Rhino [45pts] Hunter-killer missile [10pts] One Use Only/One Shot Only, Repair Space Marine [14pts] Boltgun Space Marine [14pts] Boltgun Space Marine [14pts] Boltgun Space Marine [14pts] Boltgun Space Marine (Special Weapon) [24pts] Meltagun [10pts] Melta Space Marine Sergeant [19pts] Chainsword, Storm Bolter [5pts] Name Capacity Fire Points Access Points Ref Rhino (Transport) 10. No Bulky, Very Bulky, or Extremely Bulky 2. Top Hatch 3. One on each side and one at the rear Codex: Space Marines Name Unit Type WS BS S T W I A Ld Save Ref Space Marine Infantry 4 4 4 4 1 4 1 8 3+ Codex: Space Marines Space Marine Sergeant Infantry (Character) 4 4 4 4 1 4 1 8 3+ Codex: Space Marines Name BS Front Side Rear HP Type Ref Rhino 4 11 11 10 3 Vehicle (Tank, Transport) Codex: Space Marines Name Description Ref Searchlight Night fighting only. It can illuminate a target it has fired at. Illuminates its elf in the process (illuminated units lose Night Fighting benefits) BRB Smoke Launchers Once per game, instead of shooting or flat out movements/running, the vehicle ca n activate smoke launchers. May not fire its weapons that turn but recieves a 5+ cover save until next player turn. Unaffected by weapon destroyed, crew shaken and crew stunned results. BRB Name Range Strength AP Type Ref Assault Grenades 8" 3 - Assault 1, Blast BRB Bolt Pistol 12" 4 5 Pistol BRB Boltgun 24 4 5 Rapid Fire BRB Close Combat Weapon - User - Melee BRB Hunter-Killer Missile Unlimited 8 3 Heavy 1, One Use Only Codex: Space Marines Krak Grenades 8" 6 4 Assault 1 BRB Meltagun 12" 8 1 Assault 1, Melta BRB Storm Bolter 24" 4 5 Assault 2 BRB Tactical Squad [144pts] And They Shall Know No Fear, Chapter Tactics, Combat Squads Rhino [50pts] Hunter-killer missile [10pts], Pintle-Mounted Storm Bolter [5pts] One Use Only/One Shot Only, Repair Space Marine [14pts] Boltgun Space Marine [14pts] Boltgun Space Marine [14pts] Boltgun Space Marine [14pts] Boltgun Space Marine (Heavy Weapon) [24pts] Heavy Bolter [10pts] Space Marine Sergeant [14pts] Bolt Pistol, Boltgun Name Capacity Fire Points Access Points Ref Rhino (Transport) 10. No Bulky, Very Bulky, or Extremely Bulky 2. Top Hatch 3. One on each side and one at the rear Codex: Space Marines Name Unit Type WS BS S T W I A Ld Save Ref Space Marine Infantry 4 4 4 4 1 4 1 8 3+ Codex: Space Marines Space Marine Sergeant Infantry (Character) 4 4 4 4 1 4 1 8 3+ Codex: Space Marines Name BS Front Side Rear HP Type Ref Rhino 4 11 11 10 3 Vehicle (Tank, Transport) Codex: Space Marines Name Description Ref Searchlight Night fighting only. It can illuminate a target it has fired at. Illuminates its elf in the process (illuminated units lose Night Fighting benefits) BRB Smoke Launchers Once per game, instead of shooting or flat out movements/running, the vehicle ca n activate smoke launchers. May not fire its weapons that turn but recieves a 5+ cover save until next player turn. Unaffected by weapon destroyed, crew shaken and crew stunned results. BRB Name Range Strength AP Type Ref Assault Grenades 8" 3 - Assault 1, Blast BRB Bolt Pistol 12" 4 5 Pistol BRB Boltgun 24 4 5 Rapid Fire BRB Heavy Bolter 36" 5 4 Heavy 3 BRB Hunter-Killer Missile Unlimited 8 3 Heavy 1, One Use Only Codex: Space Marines Krak Grenades 8" 6 4 Assault 1 BRB Pintle-Mounted Storm Bolter 24" 4 5 Assault 2 Codex: Space Marines Storm Bolter 24" 4 5 Assault 2 BRB Heavy Support [100pts] Predators [100pts] Predator [100pts] Twin-Linked Lascannon [25pts] Killshot, Twin-Linked Name BS Front Side Rear HP Type Ref Predator 4 13 11 10 3 Vehicle (Tank) Codex: Space Marines Name Description Ref Searchlight Night fighting only. It can illuminate a target it has fired at. Illuminates its elf in the process (illuminated units lose Night Fighting benefits) BRB Smoke Launchers Once per game, instead of shooting or flat out movements/running, the vehicle ca n activate smoke launchers. May not fire its weapons that turn but recieves a 5+ cover save until next player turn. Unaffected by weapon destroyed, crew shaken and crew stunned results. BRB Name Range Strength AP Type Ref Lascannon 48" 9 2 Heavy 1 , Twin-Linked BRB Force Rules Combat Docrines: Several special rules allow units or Formations to enact one or more of the following Combat Doctrines. Whenever a rule allows this, it will no te which units are affected and how many times per game the Doctrine(s) can be e nacted. These are cumulative. You can enact a single available Combat Doctrine a t the start of each of your turns. Tactical: Affected models can re-roll To Hit rolls of 1 in the Shooting and Assa ult phases of this turn. Affected models in Tactical Squads, including any affec ted models with the Independent Character special rule that have joined those sq uads, can instead re-roll all failed To Hit rolls in the Shooting and Assault ph ases of this turn. Assault: Affected models can re-roll To Hit rolls of 1 in the Assault phase of t his turn. Affected models in Assault Squads, Bike Squads, Attack Bike Squads, an d Centurion Assault Squads, including any affected models with the Independent C haracter special rule that have joined those squads, can instead re-roll all fai led To Hit rolls in the Assault phase of this turn. Devastator: Affected models can re-roll To Hit rolls of 1 in the Shooting phase of this turn. Affected models in Devestator Squads and Centurion Devastator Squa ds, including any affected models with the Independent Character special rule th at have joined those squads, can instead re-roll all failed To Hit rolls in the Shooting phase of this turn. (Codex: Space Marines) Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment , you can choose to re-roll the result on the Warlord Trait table. (BRB) Objective Secured (Troops): A unit with this special rule controls objectives ev en if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule. (BRB) Selection Rules And They Shall Know No Fear: A unit that contains at least one model with this s pecial rule automatically passes Fear and Regroup tests. When it Regroups, the u nit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead. (BRB) Bolter Drill: Imperial Fists models can re-roll all To Hit rolls of 1 made with bolt pistols, boltguns, storm bolters, heavy bolters, and combi-weapons that are firing as boltguns. This rule also applies to models firing hellfire, kraken, v engeance, or dragonfire rounds. (Codex: Space Marines) Bulky: Bulky models count as two models for the purposes of Transport Capacity. (BRB) Centurion Warsuits: Centurion Devastator Squads can be taken as elites choices a s well as heavy support choices in an Imperial Fists or Sentinels of Terra detac hment. Centurion Assault Squads can be taken as fast attack choices as well as elites c hoices in an Imperial Fists or Sentinels of Terra detachment. (Codex: Space Mari nes) Chapter Tactics: When choosing an army, all models in the same Detachment or For mation must be drawn from the same Chapter. If a unit's datasheet contains a Cha pter in brackets after the Chapter Tactics special rule - for example, "Chapter Tactics (Ultramarines)" - the unit must always be drawn from this Chapter, and t herefore cannot be included in a Detachment or Formation with any units that are drawn from other Chapters. All models drawn from a given Chapter benefit from t hat Chapter's Special Rule. If a unit contains models drawn from two different C hapters, it counts as from neither Chapter, and thus benefits from neither Chapt er Tactic. (Codex: Space Marines) Combat Squads: A full strength, ten-man unit with this special rule can break do wn into two five-man units, called combat squads, considered to be two five-man squads of the same type. For example, a ten-man Tactical Squad can split into tw o five-man Tactical Squads using the Combat Squads special rule. You must decide which units are splitting into combat squads, and which models g o into each combat squad, immediately before determining your Warlord Traits. A unit split into combat squads therefore is now two separate units for all game p urposes, including calculating the total number of units in the army and determi ning the number of units you can place in reserve. Then proceed with deployment as normal. In an exception to the normal rules, two combat squads split from the same unit can embark in the same transport vehicle, providing its Transport Cap acity allows. Once you have decided whether or not to split a unit into combat s quads, it must remain that way for the entire battle. It cannot split up or join back together later on in the battle, nor can you use a redeployment to split u p a unit or join it back together. Note that Bike Squads count as being at full strength when they have eight Space Marine Bikers and one Attack Bike. If split into combat squads, one combat squa d will have five Bikers, the other will have three and the Attack Bike. (Codex: Space Marines) Deep Strike: Deep Strike Mishap Table: D6 Roll 1: Terrible Accident! - The entire unit is destroyed! 2-3: Misplaced - Your opponent may deploy the unit anywhere on the table (exclud ing impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, without rolling for scatter. Units embarked on a misplaced Transport can disembark duri ng their Movement phase as normal. 4-6: Delayed - The unit is placed in Ongoing Reserves. (BRB) Independent Character: Independent characters can join other units. They cannot, however, join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit! Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains on e or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbres, but instead tests as if it had at least 25 % remaining. Full details in BRB. Rule too long to copy verbatim. (BRB) Killshot: Whilst this unit includes three Predators, all Predators in the unit h ave the Monster Hunter and Tank Hunters special rules. (Codex: Space Marines) Melta: Ranged weapons with this special rule roll an additional D6 when rolling to penetrate a vehicle s armour at half range or less. If the weapon is more than half its maximum range away, it rolls to penetrate as normal. If a weapon has both the Melta and Blast special rules, measure the distance to the centre of the blast marker after it has scattered. If this is half the weapo n s range or less, all hits caused by the blast marker roll an addition D6 when ro lling to penetrate a vehicle s armour. If the centre of the blast marker is more t han half the weapon s maximum range away after scatter, roll to penetrate as norma l. (BRB) One Use Only/One Shot Only: A weapon or ability with this special rule can only be used once during the course of a battle. (BRB) Relentless: Relentless models can shoot with Heavy, Salvo or Ordnance weapons, c ounting as stationary, even if they moved in the previous Movement phase. They a re also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons. (BRB) Rending: If a model has the Rending special rule, or is attacking with a Melee w eapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of its Toughness. These Wounds are res olved at AP2. Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll of 6 Wounds automatically, regardless of Toughnes s, and is resolved at AP2. In either case, against vehicles, each armour penetration roll of 6 allows a fur ther D3 to be rolled, with the result added to the total. These hits are not res olved at AP2, but are instead resolved using the model/weapon s AP value. (BRB) Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt to r epair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on a roll of a 6+, the vehicle is no longer Immobilised. Note that a suc cessful Repair does not restore a Hull Point. (Codex: Space Marines) Shred: If a model has the Shred special rule, or is attacking with a Melee weapo n that has the Shred special rule, it re-rolls failed To Wound rolls in close co mbat. Similarly, if a model makes a shooting attack with a weapon that has the Shred s pecial rule, it re-rolls its failed To Wound rolls. (BRB) Siege Masters: Imperial Fists models can re-roll armour penetration rolls agains t buildings that do not result in a glancing or penetrating hit, and add 1 to th e result when rolling on the Building Damage table. In addition, imperial Fists, Devastator Squads and Centurion Devestator Squads have the Tank Hunters special rule. (Codex: Space Marines) Specialist Weapon: A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. (BRB) Twin-Linked: If a shooting weapon has the twin-linked special rule, or is descri bed in a model s wargear entry as twin-linked, it re-rolls all failed To Hit rolls . For a Blast weapon, if the scatter dice does not roll a hit, you can choose to r e-roll the dice with a Twin-linked Blast weapon. If you choose to do so, you mus t re-roll both the 2D6 and the scatter dice. Twin-linked Template weapons are fired just like a single weapon, but must re-ro ll failed To Wound rolls and armour penetration rolls. (BRB) Unwieldy: A model attacking with this weapon Piles In and fights at Initiative s tep 1, unless it is a Monstrous Creature or a Walker. (BRB) Created with BattleScribe